[Relz] Companion Sandbox Mode

Post » Sun May 29, 2011 12:27 am

Have a problem serious problem with this new version.

I tested it out and when i tell Boone to relax when we are at Freeway he starts to walk home?, told him to follow me again and he says "I got your back" but still walks home??

Sounds like there's something wrong with the package priority, but it worked for me and I didn't changed anything. Are you using any other mods that might alter Boone? When you tell them to relax they can't use the waiting AI or the follow AI, only the sandbox AI. It should only select the AI package that makes him go back home if it can't find the sandbox package, which gives me the impression that another mod is altering Boone.

Or you could try this http://www.mediafire.com/?c3ryj3ddst73ybw. Maybe Boone accidentally ended up with multiple sandbox 'tokens', and the package only works if he has exactly 1 in his inventory. I changed the package condition to => 1 or more. If this doesn't work, it's probably a conflict.

Hurray, more test versions. :D
User avatar
Vicki Gunn
 
Posts: 3397
Joined: Thu Nov 23, 2006 9:59 am

Post » Sun May 29, 2011 1:28 am

Sounds like there's something wrong with the package priority, but it worked for me and I didn't changed anything. Are you using any other mods that might alter Boone? When you tell them to relax they can't use the waiting AI or the follow AI, only the sandbox AI. It should only select the AI package that makes him go back home if it can't find the sandbox package, which gives me the impression that another mod is altering Boone.

Or you could try this http://www.mediafire.com/?c3ryj3ddst73ybw. Maybe Boone accidentally ended up with multiple sandbox 'tokens', and the package only works if he has exactly 1 in his inventory. I changed the package condition to => 1 or more. If this doesn't work, it's probably a conflict.

Hurray, more test versions. :D

I don't use any other mod that changes Boone's AI package, and only have him as a companion right now (new game start) so i cant check any other....but i will try the version you linked in your post and let you know.

Thanks!
User avatar
Robert Jackson
 
Posts: 3385
Joined: Tue Nov 20, 2007 12:39 am

Post » Sun May 29, 2011 12:58 am

I don't use any other mod that changes Boone's AI package, and only have him as a companion right now (new game start) so i cant check any other....but i will try the version you linked in your post and let you know.

It doesn't have to be AI packages. At least, if it works the same way as in FO3/Oblivion/Morrowind. By adding an AI package the CraigBoone NPC is marked as altered. But by changing his stats or his looks the CraigBoone NPC is also marked altered. Even if the two mods don't overlap in the areas they touch on the same NPC, the one can still prevent all the changes from the other from appearing.
User avatar
natalie mccormick
 
Posts: 3415
Joined: Fri Aug 18, 2006 8:36 am

Post » Sat May 28, 2011 6:53 pm

It doesn't have to be AI packages. At least, if it works the same way as in FO3/Oblivion/Morrowind. By adding an AI package the CraigBoone NPC is marked as altered. But by changing his stats or his looks the CraigBoone NPC is also marked altered. Even if the two mods don't overlap in the areas they touch on the same NPC, the one can still prevent all the changes from the other from appearing.

Well it did work with your first version but not v2.0, but i know what the problem is now.
I have made some changes to all companions in my own game tweak mod, so i had to remove them and add those to your companion mod...so now it works :)
User avatar
Ebou Suso
 
Posts: 3604
Joined: Thu May 03, 2007 5:28 am

Post » Sat May 28, 2011 10:54 am

The first version only alters the wait AI package, which itself has nothing to do with altering the companions. In V2.0 the companions had to be altered because a new package was added to their list.

This is also why I'm leaving the old version online, for those who are getting conflicts.
User avatar
Amie Mccubbing
 
Posts: 3497
Joined: Thu Aug 31, 2006 11:33 pm

Post » Sat May 28, 2011 12:54 pm

Another thing povuholo, that i noticed to day when i told ED-E to use a stimpack, he has 1800 HP?? I have not changed anything that regards HP on him, any clue what this is about?
User avatar
Tiffany Carter
 
Posts: 3454
Joined: Wed Jul 19, 2006 4:05 am

Post » Sat May 28, 2011 3:38 pm

Would it be possible to make the companions change to a more relaxed outift when told to relax? I usually give Combat Armor to them, so they could use their default outfits, or if they have something else in their inventory, use that (the one with the lowest DT?). Veronica wanted a dress, but never wears it..
User avatar
Stryke Force
 
Posts: 3393
Joined: Fri Oct 05, 2007 6:20 am

Post » Sat May 28, 2011 7:19 pm

Another thing povuholo, that i noticed to day when i told ED-E to use a stimpack, he has 1800 HP?? I have not changed anything that regards HP on him, any clue what this is about?

No idea, I'll see if it happens in my game too.

Would it be possible to make the companions change to a more relaxed outift when told to relax? I usually give Combat Armor to them, so they could use their default outfits, or if they have something else in their inventory, use that (the one with the lowest DT?). Veronica wanted a dress, but never wears it..

With some scripting, maybe. I'll have a look The AI package has a checkbox for unequipping weapons when it runs, but not armor (All clothing counts as armor now so that makes sense).

I might be able to force equip clothing that unequip themselves afterwards... It would have to be a clothing item I specifically choose though, you wouldn't be able to customize. Otherwise it gets really complicated. :P


Edit: A problem. Sometimes companions walk to a piece of furniture, but won't sit on it. They just stand there. Then, when you talk to them, suddenly they 'teleport' right onto the seat. I haven't seen this happen in Version 1, and the AI packages are pretty much identical, so I'm not sure what's wrong.
User avatar
Jack
 
Posts: 3483
Joined: Sat Oct 20, 2007 8:08 am

Post » Sat May 28, 2011 10:04 pm

povuholo, must have been some weird game bug...loaded up before i repaired him and now his HP is correct again.
User avatar
StunnaLiike FiiFii
 
Posts: 3373
Joined: Tue Oct 31, 2006 2:30 am

Post » Sat May 28, 2011 10:19 pm

Now i have another question, if you ask ED-E to patrol the area (your AI package) and you move to another cell you lose ED-E as a companion and he goes back to Prim, is this supposed to happen or is it something wrong??
User avatar
Laura Samson
 
Posts: 3337
Joined: Wed Aug 29, 2007 6:36 pm

Post » Sat May 28, 2011 4:41 pm

Now i have another question, if you ask ED-E to patrol the area (your AI package) and you move to another cell you lose ED-E as a companion and he goes back to Prim, is this supposed to happen or is it something wrong??

It is not all locations it seems like, at the sheriffs house in Primm i lost him when i told him to patrol the house and i went out, at the motel room in Novac i did the same and went out but did not lose him?
User avatar
Leticia Hernandez
 
Posts: 3426
Joined: Tue Oct 23, 2007 9:46 am

Post » Sat May 28, 2011 3:57 pm

Now i have another question, if you ask ED-E to patrol the area (your AI package) and you move to another cell you lose ED-E as a companion and he goes back to Prim, is this supposed to happen or is it something wrong??

The package that makes him go back to Primm has the lowest priority of all: It is only taken if none of the other AI packages can be used based on their conditions. Telling ED-E to patrol prevents the regular waiting package (which has a higher priority than the sandbox package) from occuring, and instead the new sandbox package is used.

The only time that ED-E could go back to Primm when you tell him to patrol would be if the sandbox package was missing from his AI packages list, which probably means there's a conflict. Unless something else went wrong with switching to the sandbox package.

I'm looking for a way so that if anything at all goes wrong with selecting the sandbox package, then companions will select the wait package instead of going home.

Also I think I figured out the problem with companions not sitting down sometimes, so that's good news.
User avatar
Glu Glu
 
Posts: 3352
Joined: Sun Apr 01, 2007 5:39 am

Post » Sat May 28, 2011 10:32 am

Had a similar issue with Veronica, when told to wait or relax she started heading back to the trading post. Turned out that a cosmetic mod was messing up with the AI packages. Easy enough to solve with Wrye Flash, just tag the sandbox mode plugin with "Actors.AIPackages" and import it to the patch. FNVEdit is irreplaceable in spotting mod conflicts.

Even being only a mod user requires some knowledge of how mods work, it seems.
User avatar
Sabrina garzotto
 
Posts: 3384
Joined: Fri Dec 29, 2006 4:58 pm

Post » Sun May 29, 2011 1:03 am

Easy enough to solve with Wrye Flash, just tag the sandbox mode plugin with "Actors.AIPackages" and import it to the patch. FNVEdit is irreplaceable in spotting mod conflicts.

If I add this tag in Flash, will it also show up for you guys in Flash when I upload the updated esp?

I'm testing the latest changes. If everything works I'll have a look at the possibility of casual clothes for sandbox mode (Veronica gets to wear a dress at last! :P) and then I'll release it.
User avatar
Robert Jr
 
Posts: 3447
Joined: Fri Nov 23, 2007 7:49 pm

Post » Sun May 29, 2011 2:34 am

If I add this tag in Flash, will it also show up for you guys in Flash when I upload the updated esp?


Not sure, but you can inform the BOSS team that such tag may be necessary, currently it doesn't have any tags assigned by BOSS.
User avatar
katsomaya Sanchez
 
Posts: 3368
Joined: Tue Jun 13, 2006 5:03 am

Post » Sun May 29, 2011 1:58 am

http://img84.imageshack.us/img84/3808/cookingl.jpg
User avatar
FirDaus LOVe farhana
 
Posts: 3369
Joined: Thu Sep 13, 2007 3:42 am

Post » Sat May 28, 2011 8:35 pm

So, that's what you'd rather Veronica does? :P

It's been working fine for me too, except I could tell Lily to relax even though I hadn't recruited her yet.
User avatar
Kristian Perez
 
Posts: 3365
Joined: Thu Aug 23, 2007 3:03 am

Post » Sat May 28, 2011 5:28 pm

So, that's what you'd rather Veronica does? :P

Well it was mostly about equipping the dress. :P

Unequipping is more of a problem though, they don't instantly re-equip their other equipment unless you access their inventory. So when she starts following you again she's 90% naked. The 10% being her fist of course.
Still I have a few ideas that could work to fix that.
It's been working fine for me too, except I could tell Lily to relax even though I hadn't recruited her yet.

Not in my game, currently. But I've been making some changes so maybe I fixed it by chance.
User avatar
John N
 
Posts: 3458
Joined: Sun Aug 26, 2007 5:11 pm

Post » Sat May 28, 2011 6:42 pm

I solved the problem with Veronica not re-equipping her normal armor after unequipping her dress. I'll now make sure the other companions will use their 'casual' clothing as well when told to relax.

And after that, release! :)
User avatar
Sweet Blighty
 
Posts: 3423
Joined: Wed Jun 21, 2006 6:39 am

Post » Sun May 29, 2011 12:53 am

Version 2.1 has been released!
-Companions will now wear more casual clothing when they are told to relax. No more drinking at the bar in power armor! Veronica will finally wear a dress.

-Added the relax topic for Rex, which was also missing.

-If there is an issue with the sandbox AI package, companions are now more likely to switch to the 'wait here' package, instead of the one that makes them walk home. Usually when this happens it is because of a mod conflict!

-Fixed a problem with companions sometimes walking over to a chair or other piece of furniture, but not actually sitting on it. And then if you'd talk to them they'd suddenly teleport onto it.

That last problem has also been fixed in the V1 release. Download V1.2a if you're using that. But I recommend V2 unless it's giving you issues.
User avatar
Rowena
 
Posts: 3471
Joined: Sun Nov 05, 2006 11:40 am

Post » Sat May 28, 2011 9:29 pm

A little bump for those who missed the update.
User avatar
Danielle Brown
 
Posts: 3380
Joined: Wed Sep 27, 2006 6:03 am

Post » Sat May 28, 2011 8:55 pm

This mod is great.. I told Cass to wait for me outside the Gomorrah. When I came back to pick her up, she was dancing in one of the Stripper spots for some NCR soldiers. Good stuff.
User avatar
Betsy Humpledink
 
Posts: 3443
Joined: Wed Jun 28, 2006 11:56 am

Post » Sun May 29, 2011 12:52 am

Is it easy to change the mod so companions doesn't change clothes when they are in sandbox mode?, why i ask is that when i tell them to follow me they strip down in the nvde?! (at least Cass).
User avatar
Nathan Hunter
 
Posts: 3464
Joined: Sun Apr 29, 2007 9:58 am

Post » Sat May 28, 2011 1:13 pm

Is it easy to change the mod so companions doesn't change clothes when they are in sandbox mode?

I'm considering it.

why i ask is that when i tell them to follow me they strip down in the nvde?! (at least Cass).

I thought I fixed that, let me check. :P


There's just one more thing I may have to change: I think companions still leave you after 7 (?) days if you let them relax somewhere, just like when you let them wait. I'd rather see them relax somewhere forever, it's not like you're leaving them to guard a spot in the middle of nowhere.
User avatar
Oyuki Manson Lavey
 
Posts: 3438
Joined: Mon Aug 28, 2006 2:47 am

Post » Sun May 29, 2011 12:11 am

OK, sounds good :goodjob:

Maby make an alternative .esp where they don't change clothes?

That they leave you after 7 days is a problem way back with Fallout 3 and even so far back as TES Morrowind, don't know if that is possible to fix.
User avatar
Stephanie Kemp
 
Posts: 3329
Joined: Sun Jun 25, 2006 12:39 am

PreviousNext

Return to Fallout: New Vegas